PvPvE Extraction · Strategy · Cosmo Cheats

Hunt: Showdown

Crytek’s 1890s horror extraction shooter. Bounty hunting at 12 players per map.

Welcome to the Cosmo strategy hub for Hunt: Showdown. Crytek launched Hunt in 2018 and rebranded the game to Hunt: Showdown 1896 in August 2024 with a CryEngine 5.11 upgrade and the Mammon’s Gulch Colorado map. The core formula has held for seven years: 12 hunters per map, monstrous bosses to banish, persistent loadout risk, and PvP that emerges naturally from competing crews converging on the same bounty. Currently Update 2.7 (March 18, 2026) added the Firebreather monster and Scout Towers. Everything below is vanilla, mechanics-only knowledge: the combat loop, the four maps, the boss roster, weapons by tier, tools and consumables, traits, AI enemies, game modes, hunter progression and the Bloodline system, audio and settings, and pro tips.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "The Four Maps". A line drops from it and branches to five boxes stacked down the page: "Stillwater Bayou", "Lawson Delta", "DeSalle", "Mammon’s Gulch" and "Time-of-day variants".02The Four MapsStillwater BayouLawson DeltaDeSalleMammon’s GulchTime-of-day variants
Figure 1. Section 02 of this page is "The Four Maps". These are the first five of the seven entries it lists.

01 · The Combat Loop

12 players, one map, several boss compounds.

  • 12-player matches Six teams of one or two players, or three trios. Standard Bounty Hunt format; teams are pre-formed before queueing.
  • Boss compounds with clues Each map has multiple compounds; one or two host the boss target. Hunters find clues that narrow down the boss location.
  • Banish, take tokens, extract Kill the boss; banish the corpse (60-second ritual); claim Bounty Tokens; survive to the extraction point. Other crews try to steal the bounty during the banish.
  • Persistent loadout risk Dying with your hunter means losing the hunter and all equipped gear. The risk is the design; cheap loadouts for risky runs, expensive for high-reward runs.
  • Dark Sight reveals clues A magical vision mode (Q by default) reveals clues, banished bosses (shown for the whole server), and dead hunters with bounties.
  • Match length: 20–40 minutes A full run from spawn through boss kill and extraction averages 25-35 minutes. Quick-extract runs are shorter; chasing the bounty across the map is longer.
  • Hunt: Showdown 1896 rebrand August 2024 update rebranded to Hunt: Showdown 1896, upgraded to CryEngine 5.11, and added Mammon’s Gulch. The same game underneath; better visuals and netcode.

02 · The Four Maps

Each map has its own terrain, vibe, and tactical character.

  • Stillwater Bayou The original Louisiana swamp map. Boat houses, sugar refineries, swamp huts. Water everywhere; ambient zombies; the classic Hunt aesthetic.
  • Lawson Delta The second map. Cotton farms, plantations, river crossings. Bigger sightlines than Stillwater; more open ground; rifle play favored.
  • DeSalle The third map (released 2021). Mining areas, hilltop forts, and overgrown ruins. Vertical engagement options; more cover than the bayou maps.
  • Mammon’s Gulch Added August 2024 with the 1896 rebrand. Colorado mountains; 16 compounds across peaks and valleys; abandoned mine tunnels for underground combat. The first true vertical Hunt map.
  • Time-of-day variants Each map has multiple time-of-day variants (foggy, sunset, night, golden hour). Time of day affects visibility dramatically; check the map before queuing.
  • Random spawn placement Each hunter team spawns at a different point on the map. Spawns are at least 110m apart in Bounty Hunt; learn the spawn rotations to predict enemy positioning.
  • Boss compound rotation Boss compounds rotate between matches. Each match designates 1-2 compounds for the boss target; the rest have only ambient AI.

03 · Boss Targets

Six bosses across the four maps.

Melee Bosses (close-range threats) Force close-quarters combat in confined spaces
  • Butcher (fire-based, swings cleaver and tosses fire pots)
  • Spider (jumps, climbs walls, poisons)
  • Assassin (turns into bug swarm, hits from any angle)
Bring
Melee or shotgun loadouts; concertina wire to slow movement; choke bombs to disable fire and poison effects.
Take
The classic Hunt boss experience; danger comes from the boss’s mobility within a confined compound.

Melee bosses are the most-fought in the Hunt roster. Most veterans have killed each thousands of times.

Ranged Bosses Spread damage at distance
  • Scrapbeak (toxic darts, traps spike walls)
  • Hellborn (fireballs, fire walls, the 2024 addition)
Bring
Range weapons (long ammo rifles), choke bombs for fire, antidote shots for poison.
Take
Engagements at distance; spread damage management.

Ranged bosses punish stationary positioning. Move during the fight; do not stack the team in one spot.

Water Boss Lake-based aquatic threat
  • Rotjaw (giant alligator, appears in water; only on certain map variants)
Bring
Heavy ammo for damage, fire-immune teammates, boats or rocks to break line of sight.
Take
Unique mechanic; not a standard Bounty Hunt target. Appears as a side objective.

Rotjaw is a different rhythm than the compound bosses. Treat as a special encounter; reward is supplemental.

04 · Weapons by Tier

19th-century arsenal: rifles, shotguns, sidearms.

ClassExamplesEffective Range
Long Ammo RiflesSparks, Lebel 1886, Mosin Nagant, Martini-HenryLong-range bolt-action. Highest damage per shot; one-shot to chest at most ranges. The classic Hunt sniper.
Medium Ammo RiflesWinfield 1873, Vetterli, Romero (carbine versions)Mid-range. Faster fire rate than long ammo; reduced damage. The workhorse rifle category.
Compact Ammo RiflesWinfield Centennial, Springfield 1866 CompactShort-range rifles. Pair with a long ammo rifle for dual-zone coverage.
PistolsCaldwell Conversion, Caldwell Pax, LeMat Mark II, Officer CarbineSidearms for close-range emergency. Some pistols pack rifle-equivalent power; varied per model.
ShotgunsRomero 77, Specter 1882, Caldwell Rival 78, Crown & KingClose-range one-shot weapons. Buckshot for spread; slugs for range. Defensive tool in compounds.
Bows and CrossbowsBow, Crossbow, Hand CrossbowSilent ranged weapons. Slower projectiles; arcing trajectories. Pair with poison or fire bolts for special effects.
Melee WeaponsKnuckle Knife, Cavalry Saber, Combat Axe, Heavy KnifeSilent kills. Some melee weapons offer two-hand variants with charged attacks.
Heavy Knife / BayonetMounted on riflesAdds melee capability to long arms. Bayoneted Mosin Nagant is a Hunt classic; one-shot melee at the cost of weight.

05 · Tools & Consumables

Four tool slots, four consumable slots.

  • Choke Bombs Smoke bombs that also extinguish fire. Critical against Butcher, Hellborn, and any fire-based engagement. Always carry at least one.
  • Decoy Fuses and Bombs Throw or place. Trigger remotely or on timer. Used for distraction, alerting AI, or covering team movements.
  • Concertina Bombs Throwable wire that slows enemy movement and damages over time. Used at choke points and during boss banishes.
  • Frag Bombs Standard fragmentation. Damages both enemies and AI. Useful in compound clearing but loud.
  • Healing Items First Aid Kit (heals), Vitality Shot (instant heal one bar), Regen Shot (slow heal), Stamina Shot. Stack healing for survival in long fights.
  • Antidote Shot Cures poison status. Critical against Spider, Hive monsters, and toxic darts.
  • Knife (always carry) Default tool, never deselected. Used for melee, breaking doors, cutting tripwires.
  • Tripmines and Traps Bear traps (slows), poison tripmines, alert tripmines. Used for area denial and defensive setups during boss banishes.

06 · Traits

Passive perks that modify hunter capabilities.

  • Traits cost Upgrade Points Hunters earn UP through play. Spend UP to equip traits; the more traits, the higher the cost.
  • Quartermaster Allows two large weapons in the loadout (normally limited to one). Significant power; many hunters take it.
  • Resilience Reduces revive time when a teammate revives you. Critical for duo and trio play.
  • Necromancer Revive dead teammates from distance using Dark Sight. Range-revive mechanic; situational but powerful.
  • Levering Allows rapid fire-from-the-hip with lever-action rifles. Adds a unique fire mode to Winchester-style rifles.
  • Frontiersman Reduces movement noise. Less detection by AI; less giveaway to enemy hunters listening.
  • Hundred Hands Faster reload and inventory swap. Quality-of-life trait; widely used.
  • Conduit Refills Dark Sight on banished bounty kills. Niche; useful for specific play styles.

07 · AI Enemies

Compound monsters between you and the boss.

  • Grunts Standard humanoid zombies. Slow, vulnerable to melee. The most common AI; populate every compound.
  • Hellhounds Fast, four-legged. Travel in packs of 3-4. Vulnerable to fire and shotguns; difficult to melee.
  • Immolators Fire-based zombies that explode on death or when injured. Maintain distance; do not melee unless using a long weapon.
  • Armored Heavily armored grunts. Cannot be one-shot to the chest; aim for head or use heavy ammo. Slow and deliberate.
  • Meatheads Massive, blinded by leech swarms. Trip the swarms to distract; one-shot to the head with heavy ammo.
  • Hives Female grunts surrounded by bee swarms. Throw choke bombs to disable the swarm; kill the host afterward.
  • Water Devils Aquatic enemies in water tiles. Avoid swimming; circle around water bodies when possible.
  • Firebreather (Update 2.7, March 2026) Fire-spewing grunt added in March 2026. Long-range fire breath; loses fire capability when wet. Use water containers or Choke Bombs to neutralize.

08 · Game Modes

Bounty Hunt, Soul Survivor, Bounty Clash, Quickplay.

  • Bounty Hunt (main mode) Find boss clues, banish the boss, extract with tokens. 12 players, 6 teams, persistent loadout risk. The full Hunt experience.
  • Soul Survivor Bounty Hunt variant where teammates respawn on the same hunter. Lower risk than Bounty Hunt; the entry mode for new players.
  • Bounty Clash Smaller, more concentrated PvP mode. Single compound; teams converge fast. The Hunt format compressed.
  • Quickplay Solo only, 1-life format with rapid pacing. Players race through smaller objective sets in randomized maps.
  • Wildcard Conditions (returning 2026) The Inferno Wildcard Condition is currently in testing for 2026 return. Adds map-wide modifiers (fire interactions, new AI patterns).
  • Trios versus Duos versus Solos Crew size affects difficulty. Solos earn Necromancer for free and have unique solo-friendly trait options. Trios have more combat power but more communication overhead.
  • Restored Tier 3 Hunters in 2026 Tier 3 Hunters (high-quality, free-to-play unlocks) returning in phases through 2026.

09 · Hunter Progression & Bloodline

Per-hunter progress; persistent Bloodline.

  • Bloodline rank The persistent meta-progression. Earn Bloodline XP from matches; reach Rank 100 to enter Prestige cycles. Bloodline persists across hunter deaths.
  • Hunter rank Each individual hunter has its own rank. Hunters gain rank from combat performance; death ends the rank progression for that hunter.
  • Hire from the Recruitment screen Recruit new hunters between matches. Lower-tier hunters are cheap; higher-tier hunters come pre-leveled with starting equipment.
  • Loadout investment matters A $500 hunter with $200 of equipment costs less to lose than a $1500 hunter with $800 of equipment. Match loadout cost to risk tolerance.
  • Bloodbonds (premium currency) Earned slowly through play or purchased. Buy Legendary skins, save hunters from death (Bloodbond Rescue), or speed up Bloodline progression.
  • Prestige (level 100+) Reset Bloodline rank to earn permanent rewards. Prestige Stars accumulate per Prestige; cosmetic and statistical bragging rights.
  • Legendary Hunters and skins Earned through DLC, Battle Passes, or events. Cosmetic-only; do not affect gameplay.

10 · Audio & Settings

Hunt audio is the meta. Listen first; shoot second.

  • Headphones, not speakers Hunt’s audio cues are central to gameplay. Footsteps through walls, distant gunfire direction, ambient AI: all require stereo separation.
  • Master volume around 50–60 percent Hunt peaks loud during boss fights and gunshots. Lower master volume preserves headroom for distant footsteps and ambient cues.
  • Field of view 90 Standard. Wider feels less immersive; narrower restricts peripheral. 90 is the consensus.
  • Disable motion blur and depth of field Off in the video menu. Saves clarity during long-range engagements.
  • Aim sensitivity tuning Hunt rewards deliberate aim. Lower sensitivity than typical FPS; 800 DPI and moderate in-game sensitivity is the public-server standard.
  • Voice chat for teams; PTT only Push-to-talk for team voice (avoids leaking position via open mic). Crew comms are critical for survival in trio play.
  • Verify after every major update Crytek ships updates regularly. Update 2.7 (March 2026) added the Firebreather; future updates continue. Five minutes of menu review prevents one bad match.

11 · Pro Tips

Hunt is a long-tail game. Compound habits across hundreds of matches.

  • Listen before moving Hunt rewards patience. Stand still, listen for footsteps, watch for crow flushes and dog barks that reveal enemy movement.
  • Carry Choke Bombs Choke Bombs counter fire bosses, fire traps, and most fire-based plays. The cheapest and most-impactful consumable.
  • Sound discipline Crows and dogs are AI alarms; running through them tells the whole server where you are. Move slowly; walk around alarms.
  • Loadout match risk tolerance Expensive loadouts for high-confidence runs. Cheap loadouts for experimentation. Do not deploy your most-leveled hunter on a learning run.
  • Extract early sometimes A successful boss kill is wasted if you die on the way out. Extract decisively; do not loiter near the extraction with bounty in hand.
  • Watch top streamers Hunt is mechanically deep. Two hours of top-player footage teaches positioning and game sense that solo experimentation does not.
  • Take the L on bad matches Some runs die in the first thirty seconds. Accept it; queue again; the next run starts clean.